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 Coconut Island BETA 
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Post Re: Coconut Island 3.0 BETA! *Updated Jan 22 2011*
Okay, I'm breaking down and checking it out. I need a break from my story anyway :ton: Aaaaaaaand, sorry for not pulling through with the extra Sims yet. Perhaps I'll feel inspired by playing the world for a bit :bub:

EDIT: I LOVE the lot descriptions for the Palm bungalows :gig: So cute.


Last edited by KyrstenA on Sun Feb 06, 2011 4:17 am, edited 1 time in total.



Sun Feb 06, 2011 1:33 am
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Post Re: Coconut Island 3.0 BETA! *Updated Jan 22 2011*
Ehh, my sim making skills lack. I like building worlds and houses better nowadays. But how much content in the world is World Adventures?

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Sun Feb 06, 2011 4:06 am
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Post Re: Coconut Island 3.0 BETA! *Updated Jan 22 2011*
Swatme101 wrote:
But how much content in the world is World Adventures?


Off the top of my head: more tropical flora, the nectary, the store registers("The General Store" for food/grocery, "Stoney Square" for food/grocery, nectar, relics), a camp ground, and the tombs(a great way to make some money and the only way to get high value collectables!).


Sun Feb 06, 2011 7:04 am
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Post Re: Coconut Island 3.0 BETA! *Updated Jan 22 2011*
Downloaded. For once, I'll test/play Coconut in a non modded folder, just to see if this brings any major change, besides the vamp/celeb spread.
I'm ready to start exercicing my -rather poor- skills in sims design this week. I think I'll upload them as .sims (so you can acces them in CAS and tweak them) and as .sims3pack, as 'finished' households. Anyhow, I won't use any mods to create them (no sliders mult. for instance), so they will be 100% 'virgin' sims. You'll have to give them proper jobs/relationships/skill levels when you import them in CAW. Is it all right for you?


Sun Feb 06, 2011 4:37 pm
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Post Re: Coconut Island 3.0 BETA! *Updated Jan 22 2011*
Thanks for explaining how to fix that Coconut Castle..it worked. This world is so beautiful and fun that it tempted my daughter back to Sims 3.
Two minor issues :1. two sims, the tattooist and the mixologist from The Keep consistently get stuck just outside the gate near the workshop.
Nothing is blocking their path that I can see and everyone else goes through that gate with no problem. I reset them and the next day the tattooist was again flailing about
outside that gate but the mixologist was fine and reported for work. 2. One of my sims got trapped in The Shark (I think thats the name) after it closed..is there any way to allow more exit time
from that club once it closes? When I play Bridgeport for example,even once a club closes there is time for sims to get into the elevator and leave. What could have caused this issue?
I had him teleport out. Perhaps this is already fixed in the version just posted yesterday..I downloaded the version linked from the original post.
All in all, this world in its Beta form STILL plays much smoother and glitch free than many of the worlds/destinations the original game provides. :)


Sun Feb 06, 2011 6:37 pm
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Post Re: Coconut Island 3.0 BETA! *Updated Jan 22 2011*
Bella, what happens if you use the slider multiplier and someone doesn't have that mod? Does their face swell up all pudding like again? Hehe. :gig:

Blu, I'm not producing the same results with the tattoo artist and the mixologist getting stuck. I'll keep checking the area though!


Tue Feb 08, 2011 1:13 am
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Post Re: Coconut Island 3.0 BETA! *Updated Jan 22 2011*
IggyJD03 wrote:
Bella, what happens if you use the slider multiplier and someone doesn't have that mod? Does their face swell up all pudding like again? Hehe. :gig:
Good question! I have not a clue actually. I'll test it with an 'extreme' face and see if this changes anything. My bet is that I probably won't have the same looking sim in the end!

I have no problem using sliders. I fact, I have Awesome mod's sliders usually set to x2. Tell me what setting you want me to use, and I'll obey :smile:


Tue Feb 08, 2011 8:27 am
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Post Re: Coconut Island 3.0 BETA! *Updated Jan 22 2011*
Offtopic: lol, this is hilarious. Some of you get a few mentions too,
http://themaresnest.wordpress.com/2011/ ... land-saga/


I'll test the multipliers out. I use x4 with AM. I'll let everyone know if it explodes those pudding heads. :dance:


Wed Feb 09, 2011 11:04 am
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Post Re: Coconut Island 3.0 BETA! *Updated Jan 22 2011*
That thread linked to above was one of the things that led me to finally download this world and test it myself. I'd read about it before but have been pretty wary of Sims 3 custom content in general.
In the end,what stuck out for me was that this world looked really good,was being rigorously play tested and improved and was of a more modest size while still having everything of interest.
I don't really care about community drama and whatever personality issues anyone has with anyone else. If generous people make cool stuff for a game I play and I choose to download it and end up enjoying it,
I give my thanks ( because I feel it is a polite thing to do), along with any relevant constructive feedback and leave the socializing to those who apparently enjoy it.

The stuck mixologist and tattooist issue seems to have mysteriously resolved itself over the past few playsessions. Dunno what caused it in the first place or why it is now gone,hopefully for good.


Wed Feb 09, 2011 6:22 pm
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Post Re: Coconut Island 3.0 BETA! *Updated Jan 22 2011*
IggyJD03 wrote:
Offtopic: lol, this is hilarious. Some of you get a few mentions too,
http://themaresnest.wordpress.com/2011/ ... land-saga/


I'll test the multipliers out. I use x4 with AM. I'll let everyone know if it explodes those pudding heads. :dance:


Aw they still call me Kira. I really like that username... I should go back to it one of these days.

But anyways! Your world looks amazing. I swear if I ever get around to playing TS3 again I'll give it a try.

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Thu Feb 10, 2011 12:29 am
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Post Re: Coconut Island 3.0 BETA! *Updated Jan 22 2011*
Oh hai! I'm back. So I made a couple while playing around (I haven't seen anything wonky, but I haven't been scouting for anything either) and the link to them is here.

It's a Family (I hope that's okay). Consists of a male YA and a female YA. They're currently engaged and the girl is pregnant. They're both white but they wear tropical colors and clothes. I figured they might make for a good couple that maybe originated on the main land and came to C.I. for a vacation but decided it would be a good place to raise a kid, so they moved in permanently. They're both super outdoorsy (I can't remember the traits exactly). She Loves the Outdoors, is Eco Friendly, maybe a green thumb, friendly and angler or something. He's flirty, loves the outdoors, and maybe something like absent minded... I don't remember.

Feel free to use them if you'd like and if not, then that's totally cool too... :stab: :gig: I'll probably make some more later.


Thu Feb 10, 2011 4:49 am
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Post Re: Coconut Island 3.0 BETA! *Updated Jan 22 2011*
Offtopic: Kira! That's you! Not that we've had any kind of relationship, I just was wondering why I recognized that icon...(now I'll be the dummy if you didn't have that icon during "Kira" but I totally remember you!). I read that "Snootysims" drama "kiddie" clique whatever nonsense on the blog...hilariously stupid. "Teh kiddez took ovarz!" :gig: )

Kyrsten, I like those sims! Cute couple! I think it will be OK that she's pregnant. I believe the way it works(I need to brush up on this area) of adding sims through CAW, is they can't be pregnant yet, but I can add the "Pregnant" buff, which upon exporting/loading up the world will initiate a pregnancy when we start up a new game.

T-Minus 2 days before I can get my hands dirty and finish 3.0! :dig:


Thu Feb 10, 2011 8:42 am
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Post Re: Coconut Island 3.0 BETA! *Updated Jan 22 2011*
Yay!!! Can't wait for a finished version


Thu Feb 10, 2011 8:59 am
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Post Re: Coconut Island 3.0 BETA! *Updated Jan 22 2011*
IggyJD03 wrote:
Offtopic: lol, this is hilarious. Some of you get a few mentions too,
http://themaresnest.wordpress.com/2011/ ... land-saga/


I'll test the multipliers out. I use x4 with AM. I'll let everyone know if it explodes those pudding heads. :dance:



Wow...that must have come out just recently because I saw my sim avatar that I had just made like a week or two weeks ago within that post on themaresnest. Oh the drama, just shake your head and laugh, lol! Anyways, glad to see you back on the thread Iggy :smile:. It's really exciting that you're coming close to releasing the final world version. I knew it would be soon because the one you placed on Jan. 22nd had barely any problems at all.

Also, I was wondering...Would I need to install AM to run your world once you populate it. I see you mentioning AM and that's one Mod I don't have installed.


Thu Feb 10, 2011 5:02 pm
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Post Re: Coconut Island 3.0 BETA! *Updated Jan 22 2011*
IggyJD03 wrote:
Offtopic: Kira! That's you! Not that we've had any kind of relationship, I just was wondering why I recognized that icon...(now I'll be the dummy if you didn't have that icon during "Kira" but I totally remember you!). I read that "Snootysims" drama "kiddie" clique whatever nonsense on the blog...hilariously stupid. "Teh kiddez took ovarz!" :gig: ):


Offtopic: Zoh My God, I did not know about the Mares Nest. Well, I had been there before, but i didn't know that they ever talked about me. They've mentioned me in like 7 posts! And they highlighted my world! That's soo cool!! They were looking for Moai for me.. Now i kinda want some moai..

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Thu Feb 10, 2011 10:54 pm
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Post Re: Coconut Island 3.0 BETA! *Updated Jan 22 2011*
IggyJD03 wrote:
Offtopic: Kira! That's you! Not that we've had any kind of relationship, I just was wondering why I recognized that icon...(now I'll be the dummy if you didn't have that icon during "Kira" but I totally remember you!). I read that "Snootysims" drama "kiddie" clique whatever nonsense on the blog...hilariously stupid. "Teh kiddez took ovarz!" :gig: )


Offtopic: Yep, that'd be me. I never had this icon before though. :P Yeah, the kiddie stuff is amusing. I don't even know why I'm mentioned in that article you posted though.

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Sat Feb 12, 2011 6:34 pm
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Post Re: Coconut Island 3.0 BETA! *Updated Jan 22 2011*
Kira wrote:
IggyJD03 wrote:
Offtopic: Kira! That's you! Not that we've had any kind of relationship, I just was wondering why I recognized that icon...(now I'll be the dummy if you didn't have that icon during "Kira" but I totally remember you!). I read that "Snootysims" drama "kiddie" clique whatever nonsense on the blog...hilariously stupid. "Teh kiddez took ovarz!" :gig: )


Offtopic: Yep, that'd be me. I never had this icon before though. :P Yeah, the kiddie stuff is amusing. I don't even know why I'm mentioned in that article you posted though.

Offtopic: Apparently everything anyone posts on this forum is your fault because you're the "leader of our gang". Load of crap, basically.

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Sat Feb 12, 2011 11:22 pm
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Post Re: Coconut Island 3.0 BETA! *Updated Jan 22 2011*
Offtopic: i've never been mentioned on those article thingies, i guess im not cool enough =[


Sun Feb 13, 2011 3:34 pm
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Post Re: Coconut Island 3.0 BETA! *Updated Jan 22 2011*
ℓaurenღ wrote:
Offtopic: i've never been mentioned on those article thingies, i guess im not cool enough =[


Offtopic: ...or maybe it makes you more mysterious? *Who's that chick.. who's that chick?!*

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Sun Feb 13, 2011 11:42 pm
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Post Re: Coconut Island 3.0 BETA! *Updated Jan 22 2011*
ℓaurenღ wrote:
Offtopic: i've never been mentioned on those article thingies, i guess im not cool enough =[

Offtopic: I've been shown in a picture once, during the SLP argument fiasco. But apart from that I'm nothing special according to them.
I have to keep checking back in this thread every day to see new updates, because visually it is stunning. I haven't downloaded it yet because I haven't played the game much, I'm mostly trying to make my own world (with failing consequences).

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Mon Feb 14, 2011 12:51 am
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